#pragma once
# include "BindAbleInterface.h"

struct ID3D11ShaderResourceView;
struct ID3D11Texture2D;

class ShaderResourceViewBindAble : public BindAbleInterface {
public:
	ShaderResourceViewBindAble(ID3D11Device* _device, ID3D11Texture2D* _texture);
	void bind(ID3D11DeviceContext* _context) override;
	~ShaderResourceViewBindAble() override;
private:
	Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_resourceView = nullptr;
};
